Finally managed to understand and implement normal mapping into ammolite.

This is what happens when you forget to assign the final color to fragments. i.imgur.com/D0HU8Fc.mp4

I think I finally figured out how to use subpasses. Two different fragment shaders in this scene -- one for opaque materials, one for materials with alpha masking.

Added albedo texture mapping to my Vulkan glTF renderer. Unfortunately, it crashes when no texture data is provided.

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